PORTFOLIO

Belarukh is a continent on the edge of collapse. Someone must embark on a daring journey through its torturous terrain. Prince Theodore, the youngest prince of the kingdom of Arboria, is not keen on ruling or being part of royalty. He's a free spirit who loves adventure, and on one such journey, he stumbles upon a prophecy that states the world he lives in is on the brink of collapse and only he can save it.
With newfound allies and powers, Theodore embarks on a journey to save the world. Will he succeed or fail miserably? Join this epic tale to find out what happens in The Tales of Arboria.
Aims and Objectives
​The project’s main focus is in what way a written fiction work can be turned into an interactive Open World Adventure Role Playing Game, letting players enjoy the narrative beauty of the work and yet explore the game for themselves unbounded by the story quests. The Aims and Objectives for the project are listed below.
Objectives
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Write a narrative for an Open World Adventure RPG with levelling system.
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Create a roadmap in game mechanics such as levelling up system.
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Create four playable characters fitting the description and style of the work.
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Create battle mechanics for the characters with a skill tree.
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Prototype a portion of the open world and a dungeon to explore with two puzzle mechanics.
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Narrate a portion of the story using either dialogues or visuals.
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Test the prototype for visual adjustments and implementations.a

Conceptualization
Tales of Arboria is a fantasy RPG designed to immerse players in a visually stunning and emotionally engaging world. The project aims to deliver a captivating blend of exploration, narrative depth, and gameplay innovation.
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Visual Inspiration: The visual design takes cues from Genshin Impact and The Legend of Zelda, focusing on vibrant environments, breathtaking landscapes, and stylized characters that bring the world of Arboria to life.
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Narrative Influence: The storytelling is inspired by the emotional weight and character-driven narratives of God of War (2018) and A Plague Tale. The story centers around themes of personal struggle, survival, and the bonds that shape us.
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Core Vision: To create a world that feels alive and responsive to the player's actions, weaving gameplay mechanics with a deeply immersive narrative.
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Player Experience: Tales of Arboria invites players to explore a sprawling world filled with mysteries, compelling characters, and choices that shape the protagonist's journey.

Ideation
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Ideation process involved in deciding what type of gameplay the project will adapt to.
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Game engine and software oriented decisions for prototyping.
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The critical gameplay mechanics were drawn out
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Plot of the story was devised into quest system.
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style of the game had to be drawn out
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Documentation of every step began as well as began forming Game Design Document.
Narration
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Tales of Arboria weaves a deeply immersive story set in a vast fantasy world brimming with intrigue, danger, and wonder. The narrative follows the journey of a courageous protagonist and their companions as they seek to restore balance to their fractured world by recovering shards of a fallen goddess. Each shard holds immense power and is guarded by formidable challenges, ancient secrets, and morally complex choices.
Core Themes
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Courage and Sacrifice: The story delves into the emotional and personal sacrifices required to achieve greatness.
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Morality and Choice: Players face pivotal decisions that shape their journey and the world around them.
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Divine and Mortal Balance: Explore the tensions between the ambitions of gods and the resilience of mortals.
Key Features of the Narrative
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Epic Quests: From mystical shrines and elemental trials to battling cults and ancient gods, the narrative is structured around engaging main quests and rich side stories that expand the world.
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Character-Driven Storytelling: Every companion has their own story arc, offering players an emotionally resonant and layered experience.
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Dynamic World: Each region introduces unique landscapes, challenges, and lore, from icy wastelands to hidden dwarven cities and magical forests.
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The Ultimate Battle: The narrative builds toward a climactic showdown against an ancient goddess, where the fate of Arboria hangs in the balance.
With a balance of high-stakes drama, heartfelt character mome

Documents
Story
GDD
Prototype Tool




Problem & Solutions

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Narration: Managing an Extensive Storyline
Challenge: The narrative spans 13 chapters, each with approximately 100 sub-chapters. Delivering such a large story in a single, streamlined quest system was impossible without compromising the experience.
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Solution: To manage the scale effectively, I divided the game into 9 distinct regions, each corresponding to a chapter with its sub-chapters. Every region features a mix of:
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Main quests
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Side quests
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Secondary quests
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Weekly and daily quests
This structure ensures that the story is digestible while offering players maximum content and replayability.
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Design: Balancing Graphics and Accessibility
Challenge: Creating a high-resolution game like Elden Ring, The Witcher, or Far Cry would have been too graphically intensive, potentially excluding players with lower-end hardware.
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Solution: I opted for a stylized design inspired by Genshin Impact and The Legend of Zelda. This choice strikes a balance between accessibility and aesthetics, delivering visually stunning environments that are less demanding on hardware.
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Level Design: Visual Coherence Across Regions
Challenge: Dividing the game into multiple regions risked making them feel disjointed and unrelated, potentially confusing players.
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Solution: Each region's visual style aligns with its unique narrative and atmosphere while maintaining a consistent core design language. For example:
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A snowy region features cold tones and frosted textures.
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A tropical region incorporates lush greens and vibrant hues.
By adhering to a unified design philosophy, the regions feel distinct yet cohesive.
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Prototyping: Overcoming Technical Hurdles
Challenge: Building the prototype involved tackling numerous technical challenges, such as:
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Character movement and animations
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Weapon and attack systems
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Quest implementation
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Treasure pickups
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Enemy AI and smart NPC behavior
Solution: I learned and implemented these systems primarily through:
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YouTube tutorials
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Community support, especially from Gorka Games’ Discord members
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